af0d4a7d57
**Lights.** A sited office follows the real sun, and the real sun spends
half its time below the horizon — which was producing a technically
correct and completely useless picture: an unlit floor plate at midnight
in a building whose whole premise is that you can see who is at which
desk. `luminaires.ts` brings the diffusers up as the sun goes down and
reports one scalar for how much interior light there is; `withHouseLights`
adds it to the rig. CONTRACT §4's rule that a fitting emits no light is
kept in full — nothing here is a light source, and the rig still has one
owner.
**And they notice you.** A fitting within four metres of somebody walking
underneath brightens and fades back as they leave, which is what an
occupancy-sensed floor actually does at night. They are one `InstancedMesh`
sharing one material, so `emissiveIntensity` cannot vary between them —
`instanceColor` can, but three multiplies it into the diffuse term only, so
six lines of `onBeforeCompile` carry it into the emissive term as well. The
alternative was one mesh per fitting: forty draw calls of ceiling in a
building that spends about twenty on everything.
**Optimus.** A posable Gen-3 humanoid — eleven articulating joints, pale
shells over a dark frame, a black visor — with a walk cycle driven by
*distance travelled* rather than wall-clock, so the feet do not slide when
a robot slows down. Two per floor, derived from the pack's levels, so the
two-storey tower gets four and the hangar gets two without either pack
knowing robots exist. They wander between reachable points using
`Plan.blocked` — the collider the wall split already produces — and they
are deliberately **not** gated on `depth`: the build-time-exclusion rule is
about occupancy, and a robot is nobody.
**Starlinks stop being pixels.** The sixty-four nearest the centre of view
grow real geometry — a flat bus with ONE large solar array, which is the
actual signature and the thing everybody draws symmetrically and wrong —
fading in so there is no pop where a point becomes a mesh. Two draw calls.
The sun for their attitude comes from `solar.ts` and not from the rig,
because `atmosphere.ts` floors the light direction to keep the shadow
camera usable, and a sun ten degrees *down* is exactly the dusk geometry
that makes a pass visible.
**Aircraft** are airliners now — swept wings, nacelles, a fin — instead of
an arrowhead, still one shared geometry facing +Z as `flights.ts` requires.
**Clouds** drift over the board, driven by observed cover, lit by the rig
rather than by themselves.
Four modules were built by subagents and reviewed by another; every one
came back `needs-work` and the reviews were right. Fixed before wiring:
- The walk cycle's arms were a quarter cycle out of step with its legs —
the legs are cosine-shaped and the arms were on `sin`, so at the
instant the left leg reached full forward the left shoulder was at dead
neutral. Uncanny, and hard to name until it is pointed at.
- Every Optimus shell used a `roundedBox` radius of 0.12–0.22, which that
primitive turns into a near-circular cross-section — the figure was
built out of lozenges, not panels. The rest of the library uses
0.02–0.09.
- The cloud material was `transparent` + `DoubleSide` without
`forceSinglePass`, so three rendered it twice per frame *and* bumped
`material.version` on each pass — rebuilding the program cache key
forever, on the one layer that is fill-rate bound.
- `starlinkMesh.dispose()` freed the geometries but not the
`InstancedMesh`es, orphaning their instance buffers on every city
switch.
- The airliner's tailplane roots sat outside the tail cone and hung in
free air over most of their chord.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
236 lines
9.3 KiB
TypeScript
236 lines
9.3 KiB
TypeScript
/**
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* Turning the office lights on, and letting them notice you.
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*
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* `src/assets/office/lighting.ts` says plainly that a fitting emits no light:
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* lighting has one owner (CONTRACT.md §4) and a hundred `PointLight`s is both
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* the wrong owner and, past about four shadow casters, the end of the frame
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* budget. That rule is kept here in full. **Nothing in this file is a light
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* source.** What it does is make the *diffusers* — the glowing panel of each
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* fitting, which is the thing you actually look at — brighter or dimmer, and
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* hand the scene a single scalar for how much interior light the rig should
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* add on top.
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*
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* ### Why the room needs this at all
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*
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* A sited office follows the real sun (`daylight.ts`), and the real sun spends
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* half its time below the horizon. Before this, that produced a technically
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* correct and completely useless picture: an unlit floor plate at midnight, with
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* ceiling fittings drawn as pale grey discs, in a building whose entire premise
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* is that you can see who is at which desk. Every office on earth solves this
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* the same way and it is not subtle — the lights are on.
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*
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* ### Two effects, one of which is the interesting one
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*
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* **House lights** are the baseline: as the sun goes down, the diffusers come up
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* and the caller lifts the ambient and hemisphere terms with a warm interior
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* colour. That is a whole-building state and a single number.
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*
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* **Presence** is the per-fitting one. A fitting within `PRESENCE_RADIUS` of
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* somebody walking underneath brightens further, and fades back when they leave.
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* Real buildings genuinely do this — occupancy sensors on a floor at night are
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* why a lit corridor follows you through an empty office — so it is not a
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* flourish, it is the behaviour. It is also the cheapest interesting thing in
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* the scene: no lights, no raycasts, one distance test per fitting per frame
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* against a handful of walkers.
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*
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* ### How a single fitting can be brighter than its neighbour
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*
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* They are one `InstancedMesh` sharing one material, so `emissiveIntensity`
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* cannot vary between them — it is a uniform. `instanceColor` *can*, but three
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* multiplies it into the diffuse term only, and a diffuser's whole appearance is
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* its emissive term. So `onBeforeCompile` patches six lines of the emissive
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* chunk to multiply by the instance colour as well.
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*
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* The alternative was one mesh per fitting, which is forty draw calls of ceiling
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* in a building that currently spends about twenty on everything.
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*/
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import * as THREE from "three";
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import type { LuminaireBatch } from "./furnish.ts";
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/**
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* How far from a fitting somebody has to be to bring it up, in metres.
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*
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* Four metres is about one structural bay, so walking a corridor brings on the
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* fitting ahead of you before you are under it and lets the one behind you fade
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* — which is what makes it read as the building responding rather than as a
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* lamp attached to a robot.
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*/
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const PRESENCE_RADIUS = 4.0;
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/** How much brighter a fitting goes when somebody is directly under it. */
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const PRESENCE_GAIN = 1.5;
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/**
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* How fast a fitting reaches its target brightness, per second.
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*
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* Deliberately not instant. A hard cut tracks the walker exactly and looks like
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* a bug; a slow fade reads as a real fitting warming up and, more usefully,
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* hides the fact that the trigger is a hard radius rather than a sensor cone.
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*/
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const FADE_PER_SECOND = 3.2;
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/**
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* Below this solar elevation the lights are fully on; above the upper bound they
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* are fully off. Degrees.
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*
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* The band is civil twilight rather than a step at the horizon, because that is
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* when an occupied building actually switches over — the sun is down well before
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* anybody needs the lights, and the ramp across those six degrees is what stops
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* the whole floor changing state in one frame at sunset.
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*/
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const LIGHTS_ON_BELOW_DEG = 0;
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const LIGHTS_OFF_ABOVE_DEG = 6;
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export interface Walker {
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position: THREE.Vector3;
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}
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export interface Luminaires {
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/**
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* How much artificial light is in this building right now, 0..1.
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*
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* The caller adds it to the rig; this file does not, because the rig has one
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* owner. See `houseLightContribution` in `daylight.ts`.
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*/
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houseLevel(): number;
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/** Solar elevation in degrees, from the same clock everything else follows. */
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setSolarElevation(degrees: number): void;
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/** Who is walking about, so fittings can respond to them. Cheap to call often. */
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setWalkers(walkers: readonly Walker[]): void;
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tick(dt: number): void;
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dispose(): void;
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}
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export function createLuminaires(batches: readonly LuminaireBatch[]): Luminaires {
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// Only the glowing halves respond. A fitting's housing is painted metal and
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// brightening it would make the ceiling look like it was made of lamps.
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const lit = batches.filter((b) => b.emissive);
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/** Current and target brightness per instance, per batch. Preallocated. */
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const state = lit.map((b) => ({
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batch: b,
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current: new Float32Array(b.positions.length),
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target: new Float32Array(b.positions.length),
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}));
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const patched = new Set<THREE.Material>();
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for (const entry of state) {
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const mesh = entry.batch.mesh;
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// `setColorAt` allocates the attribute on first use; doing it here means the
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// per-frame path only ever writes into it.
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const white = new THREE.Color(1, 1, 1);
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for (let i = 0; i < entry.batch.positions.length; i += 1) mesh.setColorAt(i, white);
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if (mesh.instanceColor) mesh.instanceColor.needsUpdate = true;
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const material = mesh.material as THREE.Material;
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if (patched.has(material)) continue;
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patched.add(material);
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/**
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* Make the instance colour reach the emissive term.
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*
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* three multiplies `vColor` into `diffuseColor` and stops there, which for
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* an object whose appearance is almost entirely emissive means
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* `instanceColor` does very nearly nothing. The chunk below runs after
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* `emissivemap_fragment`, which is where `totalEmissiveRadiance` has its
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* final value.
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*
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* Guarded on `USE_INSTANCING_COLOR` so the same shared material stays
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* correct for any non-instanced user of the `lightDiffuser` role.
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*/
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material.onBeforeCompile = (shader) => {
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shader.fragmentShader = shader.fragmentShader.replace(
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"#include <emissivemap_fragment>",
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`#include <emissivemap_fragment>
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#ifdef USE_INSTANCING_COLOR
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totalEmissiveRadiance *= vColor.rgb;
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#endif`,
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);
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};
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material.needsUpdate = true;
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}
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let house = 0;
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let walkers: readonly Walker[] = [];
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const scratch = new THREE.Color();
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return {
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houseLevel: () => house,
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setSolarElevation(degrees) {
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const span = LIGHTS_OFF_ABOVE_DEG - LIGHTS_ON_BELOW_DEG;
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const t = (degrees - LIGHTS_ON_BELOW_DEG) / span;
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house = 1 - Math.min(1, Math.max(0, t));
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},
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setWalkers(next) {
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walkers = next;
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},
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tick(dt) {
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// Fittings are dark in daylight and there is nothing to interpolate, so a
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// sunlit building costs one comparison rather than a pass over the ceiling.
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const step = Math.min(1, dt * FADE_PER_SECOND);
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for (const entry of state) {
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const { positions } = entry.batch;
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let changed = false;
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for (let i = 0; i < positions.length; i += 1) {
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const at = positions[i];
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if (!at) continue;
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let want = house;
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if (house > 0 && walkers.length > 0) {
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let nearest = Infinity;
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for (const walker of walkers) {
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// Horizontal distance only: a fitting is on the ceiling and the
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// walker is on the floor, and including the three-metre vertical
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// gap would mean nobody ever gets close enough to trigger one.
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const dx = walker.position.x - at.x;
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const dz = walker.position.z - at.z;
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const d = Math.hypot(dx, dz);
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if (d < nearest) nearest = d;
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}
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if (nearest < PRESENCE_RADIUS) {
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// Smoothstep rather than linear, so the bright patch has a soft
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// edge instead of a visible circle travelling across the ceiling.
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const near = 1 - nearest / PRESENCE_RADIUS;
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want += house * (PRESENCE_GAIN - 1) * near * near * (3 - 2 * near);
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}
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}
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entry.target[i] = want;
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const current = entry.current[i] ?? 0;
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const next = current + (want - current) * step;
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if (Math.abs(next - current) > 1e-4) {
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entry.current[i] = next;
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changed = true;
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}
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}
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if (!changed) continue;
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for (let i = 0; i < positions.length; i += 1) {
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const v = entry.current[i] ?? 0;
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scratch.setScalar(v);
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entry.batch.mesh.setColorAt(i, scratch);
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}
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if (entry.batch.mesh.instanceColor) entry.batch.mesh.instanceColor.needsUpdate = true;
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}
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},
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dispose() {
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// The meshes and materials belong to `furnish.ts` and are disposed there.
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// What is owned here is the shader patch, which has to come off or a
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// material reused by the next office keeps a compile hook pointing at a
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// scene that no longer exists.
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for (const material of patched) {
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material.onBeforeCompile = () => {};
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material.needsUpdate = true;
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}
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patched.clear();
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walkers = [];
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},
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};
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}
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